Page 3 of 3 FirstFirst 123
Results 41 to 46 of 46
  1. #41
    I think in all that armor he would have a more pronounced contact point (recoil position), where his weight comes off his back foot and down on to the front one. My own animations skills are far from perfect, but I try to give the character some weight, to make them more believable.

    My characters have a "hook" bone which attaches to the hips, this is the bone I use for moving the center of mass, it goes up and down as you walk, and sometimes from side to side (depending on how sexy you want your walk to be).

    There's a lot of good animation tutorials out there, I suggest making like 5 or 6 animations and then choosing the best one. With animation, as with anything, the more you do it, the better you'll get.



  2. #42
    Member JustinBarrett's Avatar
    Join Date
    Jul 2009
    Location
    Trier(near), Germany
    Posts
    1,791
    I gotcha, I can add a weighty feel letting the body drop more when it comes in cantact with the ground...and then before it raises drop the arms and shouldres a bit to give that weighty feel with the plate...the thing is I am trying to limit the number of animations and use them on all sorts of other meshes....doing it this way it would look really odd to have him wearing very heavy cloth

    You do have a valid point, I just do not have that kind of time to add separate animations for each armor...I already need to do it for each weapon type....

    on a side note..
    I do have many more animations done..straffing and jumping...mostly movement, but I still need to do a lot...and then switch it all to FK..because as stated earlier in the thread(and probably other places) IK is quite slow in the engine....as well as alpha transparent shadows...which I am trying to work through those as well....trying to find a balance between vertex count an non alpha foliage.

    but all this aside, I need to get my particle system up and running, and I am knee deep in that...my ide is open on my other monitor as I am typing this.
    "The crows seem to be calling my name." Thought Kaw.
    Project Valiant



  3. #43
    These days I make all my animations in one strip. So frame 0-20 is default, 21-40 is walk, 41-60 is armored walk etc...
    Then I use python .playAction() to set the right range of frames and playback speed. It saves a lot of developmdnt time and making similar actions is just a case of copy/paste some keyframes and tweak their positions.

    It's also super easy to bake the whole action to FK just before exporting the game to give players a little speed boost.

    Another trick is to use that one animation but customize some armatures for different characters. The can all share the same animation and you delete any extra bones, like wings or tails which aren't needed. This reduces lag when animating as all the extra bones just waste processing time.
    When animating only bones that exist are animated, other keyframes are discarded without error.



  4. #44
    Member JustinBarrett's Avatar
    Join Date
    Jul 2009
    Location
    Trier(near), Germany
    Posts
    1,791
    Originally Posted by Smoking_mirror View Post
    These days I make all my animations in one strip. So frame 0-20 is default, 21-40 is walk, 41-60 is armored walk etc...
    Then I use python .playAction() to set the right range of frames and playback speed. It saves a lot of developmdnt time and making similar actions is just a case of copy/paste some keyframes and tweak their positions.

    It's also super easy to bake the whole action to FK just before exporting the game to give players a little speed boost.

    Another trick is to use that one animation but customize some armatures for different characters. The can all share the same animation and you delete any extra bones, like wings or tails which aren't needed. This reduces lag when animating as all the extra bones just waste processing time.
    When animating only bones that exist are animated, other keyframes are discarded without error.
    I used to do one strip of anim, but that was when I needed to export to an external engine....I really see no use for it now. I just grab the first frame from what I assume is the previous animation and start with that as the base for the next animation...e.g. last run frame = first jump frame...something like that....but jump is it's own anim entirely controlled by distance to ground ratio....otherwise the player loops while in the air....I started like that...it was quite humorous.

    and I do plan on getting rid of excess bones...all part of the ik>fk switch....the base rig will never be changed though...just the exported rigs.

    on a side note I have been working on my particles and particle script...part way through I decided it was better in some conditions to just use the bricks for particles, but in other cases I use vertex emission(emitting from verticies)...this can be done in any order or specific verts...or even random verts on any mesh object..this uses no bricks aside from attaching the script to a mesh and the mesh must have faces(can be invisible)..I have been trying to get a decent screen shot..but something in my linux distro, or my graphics card gives me isssues....
    I have been trying for an hour and just decided I would show the distorted screen shot anyway...I would love to find a 'switch case' type of usage in python...instead of if, elif, elif...but I'll live until I learn more python.

    (left) basic fire (middle)emit from verticies (back right)fire ball with trail and random velocity...hard to make out...sorry.
    (ignore the to-do note in the top far right...did not update it this week )
    particles.jpg
    also, the middle emitter is just using a base particle with random colors assigned.
    "The crows seem to be calling my name." Thought Kaw.
    Project Valiant



  5. #45
    Member JustinBarrett's Avatar
    Join Date
    Jul 2009
    Location
    Trier(near), Germany
    Posts
    1,791

    Valinant[project] update July 23, 2017

    Valinant[project] update July 23, 2017
    overtime overtime overtime that's been main project the last two weeks with my day job..but moving on...
    I am uploading the vidoe now. It should be live within the hour. Here are some notes on what I've done in the video..
    and what I am planning for the upcoming weeks...
    followed by a bit more long term goals.
    ofc, when all is done I will be mostly be working on polish for a few months(reliant on play testing) as well as adding assets..some assets...even those seen in the videos are placeholder models that I had from older games...I will likely make new assets trying to make them fit better in my vision.
    Minor Additions:

    time 24 hour clock

    day and night (stars added, no moon, sun or clouds(no weather in general))
    slightly better ai(pathfinding improved, and returning home after losing interest, not shown in video)
    the ai issues encountered before were due to overly large colliders..not allowing enemies to track player vectors around corners..because all I am doing is storing the 'last seen' player location and then every 1/4 second add a new vector to a list of vectors for enemies to track..
    ...so long as they
    A) do not see the player or
    B) their aggo timer reaches a certain point...this can lead to case 'c'
    C) I do not see the player and I have lost interest in the player...sneaking.
    the enemies also had trouble going through doors...this was fixed by using an empty with the col and scaling the empty..this works amazingly well...just need to be careful not to apply scale the the empties or they revert to their original scale.




    Fixes improvements:
    constant repair..frame rate fluxuations..as with any development when adding features or code it can create complications in other areas
    with so much code being reliant on other parts it can get tricky...some cases are self sufficient pieces of code thankfully. but because of any additions I also ended up with random frame drops...so I created...
    the light manager and worked a little on how the camera culls objects...would be faster in 'C' and natively run through the GE
    but as it stands it is still functional...I cannot complain about that.



    Breakages:
    more animations broken...(human error probably) loc, rot or scale were not set for a few anims before import(appending)



    features:

    more animations added..also breakage rotations get lost or I forget to key them???

    particles with per vertex emissions(not shown in video) these will allow me to create more elaborate effects and spells. better yet, Fireballs..yep the foundations for ranged combat is mostly in place. I still need to add armor and blocking + their damage adjusters



    Next week or two:

    want to finish the animations(finally) 16/32 complete...but some of these are minor(cutting wood, sweeping or hammering an anvil) and do not contribute actual play, but to immersion and living world.

    I also want to finish getting the armors and weapons into the game...they are mostly done, but I need to handle them in a type of struct or class to change stats
    for the actors.

    planned:
    first I need to add a rudimentary inventory to store items...including quest items...otherwise I could do this later with the interface.

    sound machine
    to handle world sound canvas and actor states...walk run attack etc.

    quest system re-write*
    I have a crude proof of concept in place...and it fails miserably...I need to commit to this in order to get it to work.

    finaly interface...one of the last things I like to do...unless there are needs for sub parts earlier....like the inventory and quest binding.
    Last edited by JustinBarrett; 23-Jul-17 at 12:19.
    "The crows seem to be calling my name." Thought Kaw.
    Project Valiant



  6. #46
    Member JustinBarrett's Avatar
    Join Date
    Jul 2009
    Location
    Trier(near), Germany
    Posts
    1,791
    quick note...I have fixed a majority of the animation issues..I also fixed the animation on the caster...they will no longer just loop through the casting animation repeatedly...simple enough fix..I also removed the stick that was up ferguss ass ...all the animation still needs polish...but I cannot stress enough that most of this is just implementing the basics of the game and not really the finished product...some things will stay, but when I have all the basics implemented and start more level/world design these things will get fleshed out.
    I am not saying to expect miracles ...I could spend a long time making one asset really nice looking with nice animations, but I cannot do that for hundreds

    This afternoon I 'JUST' started to work on the inventory...this is a big portion of the game for me...it will be tied in with questing and bartering etc...anyone that has done this before will tell you...it is no small task and should never be just half implemented...anyway...until next time...I imagine it will be another two weeks before another update....Germany factory work in the warm months means overtime...all the time.
    "The crows seem to be calling my name." Thought Kaw.
    Project Valiant



Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •